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Deadeye

Deadeye

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Deadeye
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  • I don't think so. From PTB archives it said on PTB release "90 days until rift closes". That means 2 weeks later to reach the default 70 days for a new rift. That would be this week. But I'm pretty sure anyway that it is delayed to next week. Shall we bet?

  • If I have it on the survivor, it used to be Balanced Landing, also after the "nerf". I just love the removed sound on falling which helps me in so many situations to just disappear. And when killers for example hears me working on a gen but no falling sound in Haddonfield or Coal Tower 1st floor gens without hearing me falling down, they waste time searching around until even my scratchmarks are long gone.

    Second was Premonition and replaced for the moment by Spinechill because I like the vault speed bonus (helps to get more vault escapes on dedicated servers, as you expect them to work without latency). But probably will return to Premonition once in a while because I'm missing the information about direction.

    For killer it is Pop. Surveillance helps too, but genrush is still a problem since Ruin rework. And I think it will be also after the next patch.

  • @C3Tooth said:

    • Premonition: warns you that you look at Killer 32m away
    • Spine chill: warns you that Killer looks at you 32m away

    Both are equal

    • Premonition: cool down 30sec after activated
    • Spine chill: constantly working without cool down

    Spine chill wins

    • Premonition: no side effect
    • Spine chill: 6% faster at doing objective

    Spine chill wins

    "Balance"

    You forget about smaller skill check zones and that Premonition gives you the direction, where the killer is coming from.

    You might say "skillchecks are ez" but when comparing them, you should list all points, and not just the few that "win" for you. And the second I mentioned is especially in indoor maps a very important information. But also on other maps, it is not always obvious or just "map awareness" to know where the killer is coming from.

  • @Fibijean said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212417#Comment_1212417

    Plaid Flannel is good, you just need to beware of not becoming reliant on it. Whether or not you'd learn faster without it honestly depends on what kind of learner you are. If you learn best by trial and error, don't use it, but if you're someone who learns best by being given the solution and then imitating it, the Flannel could work well for you.

    The only thing I would recommend against is using any add-ons that alter her base kit, such as range lengthening, fatigue reduction, ones that increase the chain blink window, add additional blinks, or even reduce the cooldown. Being good at Nurse is a lot about muscle memory, so while you're still learning her it's best to get used to her unaltered self first so you don't become reliant on those add-ons.

    @DBD78 Yes, that is a risk I also had to notice. Same with Detectives Hunch, Windows of Opportunity or Zenshin Tactics, you want to learn with them but don't notice when you just start to run into the light instead of memorizing tiles. I had that with pre-rework extra blink addons. I thought, I'll try to go for the 2 blink hits and just use the third blink if I have to, to have at least a bit fun and second chance in chases. Just played 5-10 games, removed the extra blink and noticed how heavily I was expecting and aiming for the third blink already.

    I would suggest, for learning purposes, just use the flannel in every other or in 2 of 3 games, so that you regularly get used to not rely on it. Reduced fatigue is probably the least "breaking" addon, as you don't mess up anything with the blink itself, which is the part that you need to learn. After the blinks, failed or successful, the fatigue addons come into play. So they might be good for learning as well, but again I would suggest to regularly play without them.

  • Referring the "everyone should already know Self-care is garbage". Pickrate denies it. Should be a joke. We don't need to discuss that

  • Just to be clear, it takes about a million BP to get all teachables from a character. And to maximise a character with ALL teachables unlocked takes about 5 million. If you don't have all teachables unlocked, it will be way less than that, to get a maxed out character. And with just the personal 3 perks and 3 more unlocked, that should with the current bloodwebs give you already a maxxed out character at about lv 50 - 55 which should be below 2 million BP.

    And during a BP event, if you can dedicate a bit of time to the game over a weekend, it is no problem to get 2 million BP during a weekend.

    Sure, you have no "builds" ready, but I think it is ok to learn the basics of the game first, before you start to run meta builds.

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218688#Comment_1218688

    Yeah because at low ranks, new players use it a lot.

    Nah, I could start a counting, but I would guess like 50% of survivors in my purple/red ranks use it

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218665#Comment_1218665

    It lasted 18 seconds which is long enough to make a decision. Unless you're under the impression that a survivor can teleport from one side of the map to the other instantly, there is no good reason to need to wait more than 18 seconds to observe how long a chase will last before heading over. Of matter of fact, waiting to see how long a chase lasts would be one of the stupider things you can do because it could have very well ended up with a hit rather than an escape in which case your chance of making it that far before the killer downs the 2nd survivor greatly lessens.

    And do you honestly not understand why somebody wouldn't keep recovering when they can clearly see one person in chase and the other just working on a gen with the 4th survivor dead? The downed survivor was clearly recovering at the beginning but for some mysterious reason decided that crawling to a better spot was a better option at the time. Then continued recovering again after the first chase ended almost as if there was a reason to do so again.

    I also explained that already. Laurie was crawling around, so being at most at a third recovery progress when they arrived at the gen. And it still stands that it is a decision to make. You somehow make it sound that it is no decision but only one option. I also already explained both options and what are the risks. What exactly do you want to tell me?

    And regarding the second hit? Still Laurie was crawling, she stopped crawling round about after the chase was over. Meaning, at that time she was even less recovered. So you would have never recovered her in time. I hate it even more when people jump off gens as soon as there are some altruistic points to snatch, that is currently the reason why no gens get done in most of my games. People are just swarming hooks, already during chases, and more likely grant an easy hit and follow up chase rather than anything else.

    And 'do you seriously think' that 5m next to the downing point is a much better and saver place and the killer will never find that Laurie again? And if really the reason for not recovering is, that Laurie "gave up" on recovering because OP was on the gen, then this is throwing the game more. She obviously had the better information on the killer being busy with the chase and should have healed as much as possible.

    Btw as we all saw, it was the correct option in this game to work on the gen, because the gates wouldn't be open and the Laurie escaped. Just for info. It all comes back to "you have to decide" and "you never know, because of lacking information". I can just repeat, over altruistic teams get no gens done. Simple as that.

  • If they changed the addon loss on escape to get consistency with killer addon loss, then they should change the White Ward also for consistency reasons to ALWAYS safe the addons at the end of the game. I think the current wording and idea is pretty misleading and also unfair.

  • That's what I said on several threads already. Survivors reward camping.

    "But M1 is boring" "Can't let mates die"

    While I would mostly say the second isn't true, you just want to have the points, I would say in both cases: then either eat it and punish the killer, or have a funny hooking party, rewarding the killer and make him repeat that next game as well.

    @PrettyFaceKate said:

    As long as the killer allows the unhooks, it's perfectly possible. Proximity to a hook hurts your chaser emblem, but as far as bloodpoints are concerned, there's no built-in penalty.

    Contrary to the narrative parroted on this forum, camping works pretty well. Unless they're on comms, the survivors need to confirm the camp, then waste no time at all and rush the gens. That's when the kill is confirmed and usually followed by NOED, because there's rarely time in these instances to do all the totems as well.

    The one depicted above is a best-case scenario of very efficient soloq's, which will be rare. Usually, at least one trade will be made and snowballed from there.

    I don't encourage anybody to camp, but if one does test it, they'll see they should be able to do quite well surprisingly often both for points and pips. It's all due to the time required to do gens, travel time, the total time for the sacrifice, the fact that hook time gets cut for every unhook, the lack of information and coordination between the survivors and possibly endgame perks (aka NOED).

    If you're a survivor, I can only tell you to play SWF and cut your losses if someone is camped, or to not get bothered by camping when you're in soloq.


    Proximity only hurts the emblem when the killer is not in a chase, probably even (but not sure about that) when there is just a survivor too close to the hook. And I'm pretty sure the more important part is, that BP are not affected by proximity.

  • I think it would already help if totems within a specific range of gens are not chosen for hex totems, unless you run too many hex totems

  • I also think this is not a small change, this is a change that could moris be basekit.

    I would add conditions like all survivors need to be hooked once before you can mori or make a minimum count on hooks before you can mori or something like that.

  • @LeMatMat said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218774#Comment_1218774

    Ok thank you for the info. I was the last survivor alive when the killer closed the hatch. After that I was unable to reopen it. Btw I was in the clown's gas, I dont know if this changes anything.

    https://forum.deadbydaylight.com/en/discussion/comment/1218771#Comment_1218771

    Then maybe it was some sort of bug ? I couldn't reopen it even after recovering from the dying state with Unbreakable.

    The fog doesn't do anything. And just because I'm not sure if it was clear, here detailed steps.

    3 survivors in game, one with key. He jumps through the hatch, killer closes it and 2 survivors still in the game. If they have a key, they can reopen the hatch with it, but not while in dying state. But the second survivor dies. One survivor left, and the hatch opens again.

    So no matter what happened before, as soon as there is one survivor left alone, the other three either escaped or died, the hatch will open

  • Btw the hatch also reopens by itself when it was opened with a key and closed with more than one survivor alive. Just when the hatch is closed after the second last survivor escapes or dies, the hatch stays closed.

  • I think you can reopen it and I'm pretty sure you cannot use a key while downed

  • @Clevite said:

    Who's running self care still?

    @Brucecastro81 said:

    Worst then ppl using self-care, is the ppl that want it nerfed. come on man! its already 2020, everyone should already know Self-care is garbage by now


    Still one of the top 5 perks tho XD

  • How about exactly as described, but giving 10% speed boost per stack? Fluffwise kinda exhausting you when you have to selfcare 5 times in a trial. Starting with 80% and going down to 50% when used too often. Would like to hear why it was nerfed from 80% to 50% in the first place, but I think the reason for that would be adressed by this change as well.

    And would need to be progress based like Second Wind, not "finish" based. Would be bad in both scenarios, when getting healed 99% and need to tap yourself losing a token for bad luck, or when healing 99% getting tapped by someone else to save the stack.

  • @Dehitay said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218548#Comment_1218548

    Information like the HUD showing the obsession being chased?

    If you didn't follow the discussion: the chase didn't last long and was just in the beginning, when Laurie was at 0-10% healing progress. Then the chase stopped. Telling me either, the killer is just circling the slug and Bill stop running, having a faceoff, or Bill trying to get the killer away and killer returned to the slug. Or, what actually happened, killer just lost chase somehow and now follows the scratch marks.

    Still if I see the above situation, option 1 and 2 is the most likely to happen. And also as already said in the discussion: when they arrived at the gen and then going back to the slug to heal, Laurie would still not be fully recovered when returning because she crawled around half of the time.

    Conclusion: it is a decision to make. Go for the heal to get her up, expecting there is a chance (which in my opinion is pretty low) and risk the 4k by losing gen progression, or stay on the gen, trying to get Bill out by finishing gen and gates, risking Laurie to die (most likely) and letting the chance go to get her up. And this decision can be good or bad, but not determined from the information you have. And my choice would be influenced, due to the fact that both of them are on death hook, that there will most likely be no 3 people escaping at that point.

  • None. It totally depends on the survivor and then I don't hate the perk, I hate the survivor.

    If someone "abuses" DS to distract the killer (yes, I hate that also as survivor, because I play both sides). If he uses it to avoid tunneling, I'm totally fine with it.

    If someone selfcares while others are dying. If used when noone around and he needs heals cause he is no god looper, perfectly fine with it.

    Bond normally is a great perk. If someone uses it to loop around my 50% progressed gen and wipe of the killer on me, I hate the survivor.

    For OoO you need to be a good looper. The information to be safe on gens or to move early to extend chases perfectly can be worth a lot. If you just bait the killer and do nothing productively, get rekt.

    and so on...

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218515#Comment_1218515

    It doesn’t take that long to recover, she stayed in place long enough to recover a decent amount, if you’re recovered more than halfway it takes a couple of seconds to pick someone up, and when the Bill goes back for the pick up it’s a fraction of a second so she was obviously fully recovered by that point. You also don’t need to sprint right up and make it obvious to the killer that you’re there, but at least go and investigate. Use Spine Chill and the terror radius to figure out if he’s camping the slug, if he is go back to the gen and get it done, if he’s not pick her up. This is PS4 as well so you have better visibility of the killer through corn than they have of you.

    I see what you’re saying in general, and sometimes it’s better to leave someone on the ground, absolutely. But we’re talking about this scenario in context, in which the OP left people on hooks repeatedly, to the point that the Claudette put herself into struggle phase because she obviously saw nobody coming for her, and then they left the Laurie as well. Playing that way makes people less inclined to save you later.

    "Noone to blame here" also meaning that, yes, it would be an option to go check, just to make sure that the slug isn't sacrificed with the option possible to being healed up in time. Just keeping in mind that it would be possible, that the gen doesn't get finished, slug is camped, DS running out and the Bill dies next, cause he tried to save Laurie as well.

    So I don't try to say "You are wrong", just trying to say that there is no clear mistake in this scene. It's a decision you have to take and it can be both, wrong or right, caused by missing information

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218515#Comment_1218515

    It doesn’t take that long to recover, she stayed in place long enough to recover a decent amount, if you’re recovered more than halfway it takes a couple of seconds to pick someone up, and when the Bill goes back for the pick up it’s a fraction of a second so she was obviously fully recovered by that point. You also don’t need to sprint right up and make it obvious to the killer that you’re there, but at least go and investigate. Use Spine Chill and the terror radius to figure out if he’s camping the slug, if he is go back to the gen and get it done, if he’s not pick her up. This is PS4 as well so you have better visibility of the killer through corn than they have of you.

    I see what you’re saying in general, and sometimes it’s better to leave someone on the ground, absolutely. But we’re talking about this scenario in context, in which the OP left people on hooks repeatedly, to the point that the Claudette put herself into struggle phase because she obviously saw nobody coming for her, and then they left the Laurie as well. Playing that way makes people less inclined to save you later.

    Recover is the same like Selfcare. Getting healed takes 16 seconds, self recover being at 50% speed. So when they came to the gen, Laurie was at most on 1/3 progress. Even if Bubba wasn't following him and he heading for the heal instead, the Laurie wouldn't be at 95% yet. And still my argument is valid that you could expect the killer to be camping the slug with the information given. It comes back to the beginning. With not all information, you never know if something is right or wrong. Noone to blame here. But also still, according to OP, no reason to become toxic by this example

    And the claudette did a double kobe attempt and was saved short after that. She totally killed herself, noone else to blame here. And still, we don't see anything of the other team, EDIT had a break before posting and forgot what I wanted to write here ^^

  • Mentioning the bikini, I now want a Baywatch chapter XD

    Survivor: Pam. Perk: Can wiggle also while not being carried by the killer

  • @kld3169 said:

    https://forum.deadbydaylight.com/en/discussion/comment/1138828#Comment_1138828

    Never said "thanks" for the reply. Now I realize except for NOED there will be a LIT totem at the start if they have a HEX. Maybe we get lucky and cleanse NOED before it activates even just by cleansing 1 totem - the right one.

    No, NOED is not on a fix totem. It gets assigned to the remaining totems when the last gen is done or hatch is closed. The only way to cleanse it "by accident" is, to start cleansing, then the last gen pops and the totem you are working on turns into a lit totem. If you cleanse it before NOED activates, another dull totem will be lit. The only way to prevent NOED is to cleanse ALL dull totems on the map. Also meaning, if you have for example Ruin still up and 4 dull totems cleansed, then NOED has no free spot either.

  • So you plan to play both sides? If you want to pay for the DLC I would definitely recommend a license DLC because you can get many other DLCs for blood shards (so by just playing enough).

    If we limit it to these, I would actually go for the Halloween chapter. DS is a useful perk and Myers is a fun killer. His power is not too difficult to play and he has the most fun build in my opinion to play (Scratched Mirror Myers). Second I would say is the Stranger Things DLC with Inner Strength being one of the most effective healing perks and Demo is also quite fun with a (at least) decent hunting power and map pressure, but I would definitely recommend Save The Best For Last on him, which is a teachable in the Halloween chapter :P

    Just regarding killer, Freddy would be the strongest, but all the perks in this chapter are pretty meh.

    I think the first two would be a good kickoff, for everything else after that you might decide for yourself after you have enough playtime and saw some videos on builds etc. That might give you a better idea of what to go for rather than the opinion of others :P

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218451#Comment_1218451

    She crawls for like a second or two a few times, most of the time she was on the ground she was completely still and obviously recovering.

    You wouldn’t run to help your teammate when you haven’t even been chased for a second, there’s one gen left and both of your teammates are on death hook? Harsh.

    I mean, play however you want. We’re all free to leave people slugged or on hooks until they die if that seems fun. But if you play completely unaltruistically you can’t complain about your teammates leaving you behind. Especially if they’re all on death hook because you didn’t take any aggro all match.

    I'm not sure if anyone of us gets confused by the resolution of the video. But I think there is at max 5 seconds in the beginning and then like 5 seconds before Spinechill activates (and during the second phase I already said I would expect the killer be near the slug). And I agree that during the game it would be better to take a hook for the team, especially when you are apparently not that bad at looping.

    I'm just talking about that situation. If the killer is waiting for a DS timer to run out (and noone knows at that point), you would only benefit the killer waiting at the slug for making no gen progress, showing him "here I am as well, let's all waste time near the slug until DS ran out". With the gen progress you can at least hope for a double escape. You never know what is the best decision because of missing information. The only safe information I see there is a crawling Laurie and a broken chase, which are normally bad indicators to go for a heal.

  • I think if you let go of a gen and fail the skillcheck that you didn't see just heard is also stupid. Like on Overcharge, if you hear the skillcheck, it should just happen even if you let go. Just don't grant progress or remove progress if you let go

  • @ZoneDymo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218438#Comment_1218438

    It was meant as one of thos "inb4" things, hopefully making people feel silly for doing so before going for it, it did not help, people are just not self aware enough it seems.

    Or they just have fun trolling you

  • @xenotimebong said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218414#Comment_1218414

    You’ll see what I mean if you rewatch at about the 7:30 mark. OP left Laurie on the ground for nearly a full minute while Bill was being chased - Bill was the Obsession so it wasn’t like it was impossible to know what was happening. Bill unhooked Laurie, Leatherface hit Laurie down, he then left her slugged and chased the Bill, presumably because he was expecting DS. The OP could clearly tell all of this and they made absolutely no moves to get Laurie up, and after nearly a minute the Bill unintentionally brought LF to the OP.

    Well, Laurie was crawling, so not healing, first point. Next: the chase didn't last that long, actually round about the time when Laurie stopped crawling, the chase ended. And then Spinechill got activated short before Bill was in chase again. I wouldn't run across the map when I know there is 0 progress on the healing yet. And the broken chase would make me guess that Bill stopped running and they have a faceoff, or that the killer returned to the slug

  • @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218414#Comment_1218414

    If you actually watched the full video you would see that he made 0 attempt to ever help his team throughout the entire game.. He deserved it.

    If you would have read my post, you would have noticed that it doesn't always make sense to go for a save. You don't need 3 people to unhook

  • eagerly awaiting the people

    @ZoneDymo do you want that to happen or why do you bring that up as first reaction to the post?

    Same as what I just typed, I agree but at the same time the fact that certain killer have build in 1 shot abilities making NoeD seem silly might just be the thing that makes people assume you dont have it, which then gives you immense power in the endgame.

    and I think running three perks until then, getting rewarded by survivors that assumed right this, would be a won mindgame, or not?


    The idea might work, but as said, I think the speed bonus is weaker than the current perk. If you want it to be rewarding for killer play, don't make it depending on totems, because this is then punishing the killer for survivor gameplay. I would make it like 1% per hook. For the exposed thing, I think it should be more like an offset +x per totem up. Like 30 seconds +5 per totem. And before you yell: Think about what 15 seconds means to Iron Maiden (like nothing) and that it is also possible to be stalked by GF and loop him for the entire time.

    @connorsea said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218336#Comment_1218336

    you arent serious i hope. ds got nerfed into the ground 600 feet under. SMH

    I think Zone's first comment might have triggered that

  • For killer I might gop for Pop I think. Depends if surivors I have to go against also have just 1 perk ^^

    As survivor probably Kindred on solo or Spinechill

  • @BigBrainMegMain said:

    https://forum.deadbydaylight.com/en/discussion/comment/1218232#Comment_1218232

    Jesus Christ....

    YouTube

    "No Blink Nurse"

    You'd be surprised how many people get a 4k at red Ranks.

    And typically, you want to use your power as Nurse as soon as you SEE someone, but you can literally walk to a survivor and they'll get caught either way.

    Spirit gets hits without the use of her power.

    Hag gets hits without the use of her power.

    Huntress gets hits without the use of her power.

    Deathslinger gets hits without the use of his power.

    All 110% speed killers. Making a 110% killer with a 1 hit ability would be insanely overpowered.

    This is not about they don't use their power and get M1 hits. If you KNOW they don't have a power, they wouldn't get a hit. People running backwards looking to dodge hatchets, trying to mindgame pallets and stuff, you know? And no blink nurse should never even get a down, all the videos you see rely on potatoes. Ever watched Scratched Mirror Myers videos? He has wall hacks and 0 TR, that allow him to get easy hits. As soon as he is chasing, he is super easy to outplay, and he is >100% ms, not below.

  • I'm not sure how much you can blame the team here. Sure a bit, when they all left the gen you were working on in the barn was a bit strange and why at least the Bill didn't finish the last gen while you were in the chase is also not too good.

    But that they didn't get you in endgame against a camping Bubba is comprehensible. And you have no idea what happened during the game. Most likely the Bubba was playing like that the whole game and the team had a lot to do to get everyone off the hook in time. Don't forget that they all were on death hook. They might be SWF and organizing themselves to get the unhooks done properly. So they were busy to keep the team alive while you could do the gens without pressure most of the time. That might actually have been perfect team play. They doin the chases and unhooks, you the gens.

    Just as an idea. Not sure if it was like that, but you don't have a lot of information on what the other did, except "no gens".

    @xenotimebong said:

    Why even run WGLF if you’re going to avoid your teammates like the plague? I’d swap it out for something more useful - like Ryuhi said, Kindred can help you in solo coordinate gens and altruism much more easily.

    I mean, you accuse your team mates of “doing nothing” but how do you know they weren’t trying to do gens, but got pulled off due to having to unhook every time because you refused to? It seems to me like the three of them were swapping out hooks, heals and chases because you didn’t get involved and give them any breathing room to do gens.

    Even at the point where the Laurie was slugged and you could see for a fact that the Bill was being chased, you left her to rot on the ground. If that was me I’d be disinclined to save you later as well, especially since they were both on death hook.

    He didn't let her rot, he got in chase after that. If Bill was chased instead, he would have had the time to save her. I wouldn't have gone for the heal either instantly, because you could have expected Bubba being near. And when it was clear that the save needed to be done, he was chased, allowing the Bill to heal

    @Ivaldi said:

    https://forum.deadbydaylight.com/en/discussion/144799/when-people-ask-me-why-i-m-toxic-i-just-show-them-this

    Looks like you got what you deserved to me.. Yeah you did gens; but did you bother to help try and heal them? did you try and rescue them? No.. so why should they return the favor? The Billy camping in the end was unfortunate, but he was locking down a kill so he didn't depip.

    You guys (@GHOSTfaceP3 too) are quite quick with telling what is "deserved". As you are all lacking information, you can't say that the others didn't deserve escape, and lacking altruism doesn't mean you deserve death. It might actually have been useless to go for the unhooks, when there are already 2 people around to do so, so it would be no gen progress at all during the attempt. Btw that leatherface surely pipped in this game, the other three were all on death hook, one died. He had 8 chases and hooks at that point. Letting the unhook happen and get another chase would probably have rewarded him more. But you don't know what's going on in his head.

  • Just as a kickoff: how many of you survivors (doesn't matter if main, 50/50 or occassionally) ever cared about the fun of a killer? Did you ever offer free hooks after a pretty bad killer chase or 4 gen run? Or even a free sacrifice when the killer apparently had a really bad game? During old ruin days, did you ever spawn next to a lit totem, thinking "Hm, let's just push through the first gen at least, before I cleanse this"? From my experience, 99% of survivors give a badword about killer experience, and more likely 50% of survivors take advantage of bad killer games, starting to t-bag pallets and exit gates and flaming the chat with "baby killer". Just maybe the first step would be to play fair overall, before requesting fair games from others.

    Next, I would like to ask for "what is tunneling?". Camping and proxy camping is pretty clear, but people yell tunneling pretty fast. In the first place, there is a reason why the wording "unsafe unhook" exists on the Benevolent emblem. This is just a present to the killer and deserves punishment. Sure it is bad for the hooked one, but here the unhooker is to blame, and not the killer. So in this case I would even recommend to "tunnel" (of course not, when the reason for an unsafe unhook was camping). Beneath that: I would say tunneling is not just hooking someone twice in a row. Tunneling is when you are "tunnel-visioned" and ignore other targets that would be easier to hit, to go for the person that has been unhooked, with the aim (and this is the most important part:) to get that one person out of the game as soon as possible. I have no problem, so shouldn't have anyone else, when I got hooked twice quickly, but still make it to endgame.

    Now to my suggestions on how to be a fun killer.

    • Bringin moris is not bad at all. Just don't use them instantly, more use them like an insurance when you have a bad game. With perks like Pop, BBQ or Thrilling Tremors it is even at the cost of a perk trigger if you use them. Just when gens go too fast and the game is already or almost over. And noone can complain being moried on third hook.
    • Don't slug the second last survivor to go for the 4k, if you don't know where the last survivor is. Especially not when this survivor has already been slugged once or twice during the game. And even more especially not to use the slug as bait to get healed up so you can find the last survivor. It is ok if you can get into chase short after slugging or to search for the hatch in the near area if you don't know where it is yet. But also not searching the whole map until you found it. This is just a waste of time and gives no points to anyone.
    • Don't camp. This one is pretty simple. There may be stuff to do like breaking pallets or gens which keeps you close, but that's it. There are also enough tools in the game to let you know where you have to go next. Just one exception to that in the next list.

    Things a killer should be allowed to ignore for fun reasons:

    • Play whatever build you want. Survivors do the same. You can simply not take it serious when someone complains about insta puke, infinite Tier 3 Myers, Silent Bell or omega blink while running the DS/Unbreakable or map/key combo. (The only exception may be the Iri Head + Belt combo, but Iri Head + Windup time would be fine in my opinion)
    • Make unsafe unhooks unsafe. Surivors shouldn't get extra points and emblem progress for stupid actions.
    • Injured survivors working on gens should never call themselves being tunneled, even if there is another survivor available.
    • Slugging to go for the flashlight saver? When someone is around for a pallet save? All fine. Also when you are low on gens and need it for pressure. Survivors complain that it is boring to hold M1 for 4 minutes. If that's all they did the entire game, they should be fine to get some altruistic action.
    • If the first two or three unhooks happen all right in your back within 10 seconds, it should be fine if you decide to camp. Because you got enough input that it is worth it by then. Especially if you didn't camp before and have not seen that Bill yet the entire game. You can be pretty sure where he is after the next hook. And in points of distributing the hooks fairly across all survivors, it is just the logical conclusion to start camping. Btw, survivors going for the insta unhook are pretty much camping as well.


  • @Katzengott the Mori thing is not an SWF problem, also randoms bring items. And I don't get your response to @Aven_Fallen . In your OP you say SWF needs debuff and then you say SWF advantage is built in Kindred?

    Beside that, I DO think that buffing solo would be the better way. If you run Bond and Kindred, you see pretty often how inefficent solos are. Getting a bit more and precise information or ingame communication like the map marker or flashlights as basekit, would definitely help out a bit. There's nothing worse than seeing 3 survivors crouching around your hook or being chased by the killer and seeing one aura of a crouching survivor after one, not even near a gen.

  • Perks: I run STBFL (also think it is one of his best perks) and Pop for gen control. I don't like Surge that much, it can help but it only works on M1 downs.

    As further perks I would add BBQ and/or Thrilling for more control and efficient time usage, s you know where you have to go next. Probably Surveillance depending on which perks you have. But the other perks suggested so far are all fine as well.

    Addons: As map pressure is important, I think the Deer lung + Egg combo is pretty good. There are also two (un)common addons to increase the portal count by 1. As they are pretty limited, these are very useful as well.

    By the way, a difficult but possibly high value build is the Demo basement, with Make Your Choice. Always keep one portal hidden above the stairs so you always have the chance to get back to the basement. And another one downstairs opened to see when they go for the unhook. Stay at distance so the unhooker gets exposed, and a bit of training on the timing to get back to the portal (not too early, MYC is ranged based, not TR based) and insta down the unhooker. So you can always keep someone in the basement. Run that with Deer Lung + Egg or double cooldown addons, so you can always get back to the basement when needed. STBFL can also work well if you try to go for the double down, as BT won't work either.

  • @yobuddd said:

    One thing about the shred. Look at the survivor you're chasing. Are they looking back at you or straight ahead as they run? This matters.

    If they're looking ahead, you can get a shred hit just by lining it up right.

    If they're looking at you, then they're preparing to dodge. You can aim for the direction you think they'll dodge and hopefully get a hit....OR you can fake them out! Charge up your shred and they'll begin spinning circles trying to dodge. Even though you move slower while charging, you'll still gain ground on them. Then just cancel the shred and hit them with a normal attack.

    To that one: Shred has an audio cue that survivors can use to time their dodge correctly without having to look. It is more the other way round, if they look, you can be sure they try it, so just use it as bait.

    STBFL is a great perk, like on Slinger but not that strong. But once stacked up, you get quick hit recovery and a range attack to get them before the next loop (not in every situation of course). And you can control the counter as it does not destack when Shredding the obsession. Though you still can when being on 8 stacks

    And I think he is totally no trash without the above perks. They help but are not mandatory.

    Regarding the Shred, it is pretty common to fake windows and pallets. But the Shred is pretty fast, so if you practice timing, you can bait them into the dodge. Or: think about where the latest point of dodge would be before the survivor has to take the sidestep. When the survivor passes this point without dodging, go for the shred. Like in pallets, they will most likely dodge it before they can press space to drop the pallet. You either get closer (keep the Shred up) or you get close enough to let go and do a regular hit. Keeping the Shred up will either make them go for the pallet or continue dodging, allowing you a regular hit. This doesn't work on 90° pallets, but on pallets where you can shred to the other side. Once they stand slightly inside the pallet, Shred. On windows, they will most likely dodge before they touch the window. Once they touch it to be able to vault it, Shred. This is best to practice on the shack. You have to start the Shred before you can see the window/pallet while moving around the corner.

    On portal placement... hard to explain, where to place traps best :) I think the Undetectable feature is too weak to make use of it, too short and Demo is too loud. One portal trick is, if you have critical gens to protect, place two portals close to each other but out of LOS. Use the one that can be seen from the gen (this one should also trigger killer instinct on the gen) and open it. So you see when someone is on the gen or trying to close the portal. If you see it and they are on the gen, use the open portal. If you think they cleanse the portal and you might be too late, use the other portal. You can reset the second portal later.

    In general, I would start safe and don't place too many portals, if they don't close them you'll run out of your map pressure tool, especially when gens near portals get done and you have a dead zone after that, the portals become useless. If they close them, place them more frequently and close to gens, so they waste time. And don't spread them too far. It is nice to travel far, but in most cases it makes more sense to concentrate on the area where many gens are. Just maybe place one further outside if you need to get back quickly

  • If you make thana gain stacks for each hit you land on a survivor, it would be worth a totem perk yes. State now: Never

    @MadLordJack said:

    Why would you make one of the worst slowdown perks in the game into a hex perk? At max stacks it's 16% slowdown. That's about 8 seconds of (solo) gen time, 3 seconds of heal time... Oh yeah, and there's no reasonable way to keep everybody injured except as plague. And even then you don't heal, you cleanse, which Thana doesn't affect.

    Ehm... 12.8 seconds on a gen. That's quite a bit.

    @LordCyphre said:

    Could you make an argument as to why you think it should be?

    Click bait?

  • I think survivors should have a bit more ways to communicate. For example I like the marker addon for the map. And I see sometimes survivors bringing flashlights for communitation only, because it is hearable in a certain distance. Some stuff like that would be great as basekit.

  • It was never meant to wiggle off without any other effort. Everytime a chase needs to be repeated it is a huge disadvantage to the killer that can throw the game. For wiggling free you need support from other survivors by taking hits or running the right perks, and it is also fine that this effort doesn't work always because you could completely negate the killer's progress.

    The hook spawn points are fix and each map has a minumum of hooks. They have a minimum distance when being placed (not the spawn points). When creating the map, there are randomly spawn points chosen, and for every hook placed, the hook spawning points that are too close to this one are "deactivated", getting another random spawn of the remaining possible spots. When this procedure caused too many hooks to be blocked by minimum distance, the remaining hooks are randomly placed to the "deactivated" spots without any restrictions. That means there can be very few regions on the map where several hooks don't have the minimum distance

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212991#Comment_1212991

    If I am at red ranks, I am going to assume the Killer is somewhat good unless matchmaking has screwed the killer. Regardless, it's very easy to tell if they're good pretty much on the first chase interaction alone. It doesn't take long to figure it out.

    Still doesn't tell you how good the others perform against him, if they run bottled time or which perks to outplay him and whatever. There's a lot stuff influencing how a game goes. We can go on arguing, but pretty sure we will not agree on anything.

    In my opinion, the best experiences are when things seem lost and you manage to turn around.

    • Once had a face camping bubba, me being on the hook. Thought about giving up. People got last gen done, one with a medkit avoided chainsaw until he baited a hit. Others coming in to avoid the chainsaw and get bubba just 5m away from the hook. The medkit guy managed to get me unhooked, we both eat the chainsaw having endurance from a styptic and BT. all 4 escape
    • Once had a spirit slugging the second last survivor, me looking to heal him. Noticed she is just kinda fake phasing, never leaving the slug. Ran around, found a key, found the hatch and "squared" the hatch and dropped my iten to show "got hatch and key", then pointed the slug to crawl close the hatch, but a bit away from it and the place where I was hiding. Spirit started the next phasing, I got him up, kinda luckily took the phasing hit, boosting in front of the other one and both escaping through hatch

    My opinion is just, if you don't keep trying and give up, you will never have this kind of experiences, and these are the most thrilling scenes I can get from this game. Not the ez escape, the 5 gen loops 'destroying' the killer or the most average 2 escape games with just regular chases. 5 gen runs feel good too, regular mori games feel bad and boring, but I prefer the two points above over all.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212919#Comment_1212919

     If you go against a competent Killer with amazing add-ons + an ebony mori, you lose. That's just how it is.

    Yeah, ok. My bad. I thought you wanna point out something different. With that, we are back at the point where I said "do you know how good the killer is, when the offering is burnt". And where you said you mentally log off, in my opinion kinda throwing the game. If you don't try. But I guess that is a loop that doesn't get to an end.

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1212159#Comment_1212159

    That's why I said the killer needs to be somewhat competent to not tunnel vision for 8 minutes and kill nobody in the process. Don't forget that part.

    Not sure where you talk about competent killers. Pls quote. I just saw you saying that bad killers get ez 4k and only even worse killers can be outplayed

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211947#Comment_1211947

    You don't need to really if you just proxy camp. There is no tension, just boredom.

    I've had 4 man escapes against Mori's before, but it's not because we out-skilled the Killer. It's because the Killer was bad. If you go against a competent Killer with amazing add-ons + an ebony mori, you lose. That's just how it is.

    Well... do you know that the killer performs good enough? Kinda killing argument. I could also say if there is a single survivor capable of looping the killer for 5 gens (or 2.5 gens twice until he is moriable would be sufficient), there would be 3-4 escapes. But your choice, I can't say more than "you ruin your own game experience by expecting the worst and acting accordingly". If this is your choice, go for it

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211908#Comment_1211908

    I don't understand how the ebony mori doesn't delete 66% of the Killer's objective though.

    They only need 1 hook from everyone now instead of a potential of 3 a piece. It doesn't make the game more intense, the game is determined unless the Killer severely misplays it.

    Not to mention they usually accompany their ebony with their best add-ons as well. It's pointless to even care about that match at that point.

    33%, you still need to down survivors twice.

    And if you give up, the game is done. I saw enough games with 1-2 escapes, not just by hatch / key escapes against ebony moris. And I saw it on both sides. I'm not defending moris in total, tunneling is still *** play and breaks the game, but giving up makes it even worse. And if people say it gives them tension, and you say the outcome is determined, then I say it is possible to escape and have a decent match.

  • There are a lot of recolors for all characters

    @Milo said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211655#Comment_1211655

    Yes i know. Again they don't seem to add new colors to already existing outfits UNLESS through the rift.


  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211892#Comment_1211892

    What causes an easy 4k is the Killer will proxy camp the first hook and immediately tunnel and mori them if they get unhooked, and then the game is crippled as 66% of their objective has been effectively removed due to the mori.

    This is not the Mori problem, this is the killer problem. And I also said something about that in my first post. Make use of the time you have before you need to save. Don't rush for the unhook giving the killer another easy chase for free. Be more efficient. If you are more efficient, there will be 1-2 people escaping. Against a camper, probably even more. If that first guy flaps arms or has Kindred, that should be possible. But it is not if people just give up and waste time

  • @AsePlayer said:

    https://forum.deadbydaylight.com/en/discussion/comment/1211881#Comment_1211881

    Nobody likes stealth. If killers really want to search for a Survivor for 20 minutes while we all hide in the outskirts or in the basement, then that's on them lol

    I like stealth. Countered. Not the urban evasion style. I just avoid chases if I don't have to be chased. And I'm not saying everyone should wait for others to die. The killer will find you when you do gens. It is just easier for the killer if you sit on a gen until last second because you know "window in reach". Try to hide early enough and maybe you avoided the chase, sitting on the gen again and giving the team time to do other gens or heal up. Or give the killer a free chase. Against Moris, this is what causes the ez 4k

  • @arslaN @AsePlayer It would be better if most survivors were not conditioned on rushing hooks, protection hits and annoy killers. Stealth is hated so much across most of the survivor base that noone is able to play against a mori. Many just rely on their god loop abilities and just run around the open, knowing "I can buy enough time or even escape". Then against a mori, awareness of where the killer is or making use of the time you get when someone is hooked before you need to save crushes the team.

    Also the attitude "wrong offering? I throw the game". Not pointing at you, "throwing game" isn't what you just said. But it sounds like you are playing at least less efficient because you don't care.

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